November Update

This is going to be more “show” than “tell” as we’ve been incredibly busy creating final art, implementing new systems, gameplay mechanics, character pipeline and wrapping up the work we’ve done on the Adventure Alpha.

Here’s an early look at a walk cycle and some experiments with Unreal’s built-in ragdoll physics system.

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We can also use the ragdoll system to help place corpses in a believable manner, like this deceased mutant slumped against some crates.

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Next, let’s have a look at some environment concepts for the upcoming levels.

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Some of you may notice a prop/enemy that was cut from the original game in this next image ;)

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This room would act as a relaxation/meditation room offering a facade of Earth while surrounded by (now) overgrown vegetation.

Jonathan continues to apply the original textures to the BSP levels:

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Finally, we’d like to welcome Tom R. to the team! Tom will be helping out on final environment pieces like this tile that was lovingly interpreted from the original seen here:

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That’s it for this update! If you’re part of the Cyborg Elite tier be on the lookout for an email with an invite into the Adventure Alpha!

Glad to see this project is back on track. Had almost put it into the Project Phoenix basket, but despite being just about a full year over due now, I still have hopes this thing sees the light of day... eventually.

With regards to the Tom.R's tile! Great job! Just one small correction: the original tile obviously has its internals, like wires, seen through some sort of transparent or semi-transparent plastic (or whatever material) removable covers, which makes perfect sense.

The new version looks like the tile has wires etc. not covered by anything, almost sticking out from the cutouts in the panel, which does not make any practical sense if you think of it.